Do the likelihood of Tyrantrum going to UU, I made the team for him. I think it turned out great
Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Dragon Claw
- Iron Head
- Earthquake
So I decided to make my team based on a QR code someone made me and a Scarf Tyrantrum so I decided to make a team around him. Head Smash and Rock Head ensure that nothing can safely take hits from him. I chose Dragon Claw over Outrage because I would spam Head Smash with no side effects and there are too many fairies in UU to safely use Outrage. Iron Head hits these said Fairies and can play flinch games with other pokemon. Earthquake ensures that Steel types don't wall him and a nice coverage move to hit possible switch-ins
Toxicroak @ Black Sludge
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Swords Dance
- Drain Punch
- Sucker Punch
Toxicroak was actually the last pokemon chosen for the team. I chose him to cover Rock, Steel, and Fairies with the nice addition of Sucker Punch. I ran the Black Sludge because chances are he's gonna be coming into a lot of moves and Adamant is ran to ensure absolute power. I chose Swords Dance to set up in the face of Florges and Aromatisse. Gunk Shot hits everything extremely hard and has a nice 30% to poison. Drain Punch further increases his longetivity and can help out stall certain mons. Sucker Punch helps pick off weakened mons or revenge killers that attempt to cause trouble
Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Overheat
- Hidden Power Grass
- Trick
I chose Rotom-H to handle the fast portion of the VoltTurn Core and to handle the Steel, Ice, and Water types that give the team trouble. I chose to run Specs due to the fact that I dont need a revenge killer and would rather prefer the raw power. Volt Switch is ran for the utility and hits hard with specs even for a 70 BP move. Overheat punches holes in just about everything and can be used twice due to Specs. HP Grass is ran specifically to hit the monster that is Swampert and Trick messes with incoming threats.
Gligar @ Eviolite
Ability: Immunity
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Roost
- Earthquake
- U-Turn
- Stealth Rock
Gligar is very useful pokemon. He can set up hazards, use Defog to blow them away, and can U-turn. The 30 IVs is ran to be outsped by other Gligar for the slow U-Turn. Roost ensures Gligar can stick around while Immunity makes him invulnerable to poison. Earthquake ensures that Gligar isn't taunt bait while Stealth Rock gives him something to do.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Wish
- Seismic Toss
- Heal Bell
Blissey has to be one of the best tanks in the game. She can tank nearly any Special Attack and provide excellent support for the team. I chose Thunder Wave over Toxic due to the team's lack of phazers. Wish ensures longetivityof Blissey and the team while Seismic Toss weakens pokemon for my other teammates to take out. Heal Bell is obvious....I don't need to explain do I?
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Rapid Spin
- Water Pulse
- Dark Pulse
- Ice Beam
I've wanted to use Mega Blastoise for some time now and personally I think he is underrated. He can punch holes in a lot of walls and has the bulk to take the beatings the opponent tries. He's basically the steroids version of Starmie, who is also in UU for some reason... I invested into max HP due to his role as a spinner and Thunder Wave on Blissey slowing everyone down. Rain Dish is....not worthless.... Water Pulse is strong move (thanks to his ability) that doesn't have bad acc and has a 30% to confuse. Dark Pulse hits amy pesku Ghost types trying to block his Rapid Spin and has a nice 30% chance to flinch. Ice Beam hits Dragon and Ice types and is used over Aura Sphere due to the team's strong points being those types. Something funny is that if Blastoise hits a paralyzed target with Water Pulse, confuses it, than proceeds to spam Dark Pulse, thats a 90% not to move....better not get paralyzed
One thing I noticed about the team is that the closest thing to a sweeper is Tyrantrum. Everything else is designed to break walls or stall so would this be balanced or Bulky Offense? Nonetheless, I think I made a pretty nice UU even though I am new to the format
Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Head Smash
- Dragon Claw
- Iron Head
- Earthquake
So I decided to make my team based on a QR code someone made me and a Scarf Tyrantrum so I decided to make a team around him. Head Smash and Rock Head ensure that nothing can safely take hits from him. I chose Dragon Claw over Outrage because I would spam Head Smash with no side effects and there are too many fairies in UU to safely use Outrage. Iron Head hits these said Fairies and can play flinch games with other pokemon. Earthquake ensures that Steel types don't wall him and a nice coverage move to hit possible switch-ins
Toxicroak @ Black Sludge
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Gunk Shot
- Swords Dance
- Drain Punch
- Sucker Punch
Toxicroak was actually the last pokemon chosen for the team. I chose him to cover Rock, Steel, and Fairies with the nice addition of Sucker Punch. I ran the Black Sludge because chances are he's gonna be coming into a lot of moves and Adamant is ran to ensure absolute power. I chose Swords Dance to set up in the face of Florges and Aromatisse. Gunk Shot hits everything extremely hard and has a nice 30% to poison. Drain Punch further increases his longetivity and can help out stall certain mons. Sucker Punch helps pick off weakened mons or revenge killers that attempt to cause trouble
Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Overheat
- Hidden Power Grass
- Trick
I chose Rotom-H to handle the fast portion of the VoltTurn Core and to handle the Steel, Ice, and Water types that give the team trouble. I chose to run Specs due to the fact that I dont need a revenge killer and would rather prefer the raw power. Volt Switch is ran for the utility and hits hard with specs even for a 70 BP move. Overheat punches holes in just about everything and can be used twice due to Specs. HP Grass is ran specifically to hit the monster that is Swampert and Trick messes with incoming threats.
Gligar @ Eviolite
Ability: Immunity
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- Roost
- Earthquake
- U-Turn
- Stealth Rock
Gligar is very useful pokemon. He can set up hazards, use Defog to blow them away, and can U-turn. The 30 IVs is ran to be outsped by other Gligar for the slow U-Turn. Roost ensures Gligar can stick around while Immunity makes him invulnerable to poison. Earthquake ensures that Gligar isn't taunt bait while Stealth Rock gives him something to do.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Wish
- Seismic Toss
- Heal Bell
Blissey has to be one of the best tanks in the game. She can tank nearly any Special Attack and provide excellent support for the team. I chose Thunder Wave over Toxic due to the team's lack of phazers. Wish ensures longetivityof Blissey and the team while Seismic Toss weakens pokemon for my other teammates to take out. Heal Bell is obvious....I don't need to explain do I?
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Rapid Spin
- Water Pulse
- Dark Pulse
- Ice Beam
I've wanted to use Mega Blastoise for some time now and personally I think he is underrated. He can punch holes in a lot of walls and has the bulk to take the beatings the opponent tries. He's basically the steroids version of Starmie, who is also in UU for some reason... I invested into max HP due to his role as a spinner and Thunder Wave on Blissey slowing everyone down. Rain Dish is....not worthless.... Water Pulse is strong move (thanks to his ability) that doesn't have bad acc and has a 30% to confuse. Dark Pulse hits amy pesku Ghost types trying to block his Rapid Spin and has a nice 30% chance to flinch. Ice Beam hits Dragon and Ice types and is used over Aura Sphere due to the team's strong points being those types. Something funny is that if Blastoise hits a paralyzed target with Water Pulse, confuses it, than proceeds to spam Dark Pulse, thats a 90% not to move....better not get paralyzed
One thing I noticed about the team is that the closest thing to a sweeper is Tyrantrum. Everything else is designed to break walls or stall so would this be balanced or Bulky Offense? Nonetheless, I think I made a pretty nice UU even though I am new to the format